Elite Zombie (JJBA Supplement)

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This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5e rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This creature was created as part of the Player Equivalent CR variant rule using the Sideshow (Anime Supplement) class and Monster (5e Background) background, and as such does not follow traditional CR.

Zombie[edit]

Medium undead, neutral evil


Armor Class 17
Hit Points 68 (8d10 + 24)
Speed 30 ft.


STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 16 (+3) 8 (-1) 10 (+0) 8 (-1)

Saving Throws Str +8, Con +6
Skills Athletics +8, Insight +3, Intimidation +2, Perception +3, Stealth +5, Survival +3
Damage Vulnerabilities radiant
Damage Resistances poison, necrotic
Senses darkvision 60 ft., passive Perception 13
Languages any one language
Challenge 8 (3,900 XP)


Spirit Points. The zombie has 8 spirit points which they may expend. All spirit points are regained at the end of a long rest.

Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Weakness to Radiance. Any time the zombie radiant damage, it takes an additional 7 (2d6) radiant.

Sunlight Hypersensitivity. If an amount of skin equal to the surface of the zombie's head or greater is in direct sunlight, they take 9 (2d6 + 2) radiant damage at the end of each of their turns, or every 6 seconds outside of initiative. Creatures attempting to reveal the zombie may do so as the result of a successful shove attempt. Recovering themself requires an action. Additionally, the zombie does not age or need to sleep, and they count as one size larger for the sake of how much you can push, pull, or lift.

Flesh Detection. If there is only one creature in a 15 foot radius of the zombie, they automatically learn their alignment, even if they aren't aware of their presence, so long as they produce a scent.

Brainstorm. When the zombie is targeted by an effect in which they must make a saving throw or the entity initiating the effect makes any sort of attack roll or skill check, the zombie may spend 1 spirit point to contest it with an Intelligence saving throw, completely ignoring the effect on a success.

ACTIONS

Multiattack. The zombie makes two Zombie Claws attacks.

Zombie Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.

Extend Claws (1 Spirit Point). As a bonus action, the reach of the zombie's Zombie Claws increases by 5 feet for 1 minute.

Zombie Crush (1 Spirit Point). As a bonus action while grappling a creature in two hands, the target becomes restrained until they escape the grapple and automatically 5 bludgeoning damage at the end of each of the zombie's turns.

Blood Drain (1 Spirit Point). As a bonus action, the zombie gains the following for 1 minute. On a hit with an unarmed strike, they regain hit points equal to the damage you deal unless the target is an elemental, construct, or undead to a maximum of twice the target's proficiency bonus.

When they reduce a creature's hit points to 0 and would regain hit points from this feature, they may instead raise them as an undead after 1 minute. They regain hit points equal to the damage they dealt that reduced to them to 0 hit points, they gain the Zombie feature, and they become charmed by the zombie.

Bloody Summoning (1 Spirit Point). While Blood Drain is active, one willing or unconscious creature within the zombie's reach that is not an elemental, construct, or undead is killed instantly and the zombie regains hit points as if they had hit them with an unarmed strike and spirit points equal to half their proficiency bonus rounded down, and fulfilling their daily requirement of food and water.





Doobie_Infobox_Manga.png
[Source].

Zombies are the vile spawn of a vampire, created either by raising the dead or draining the living of their life, reversing the "flow" of their life energy. Very few zombies are able to retain their personalities, but those that do are a much grater threat than a typical zombie. Of those that retain their personality, a select few are empowered by so much hatred to become nearly as strong as a vampire themself.

Variant: Doobie the Phantom

Dio Brando's door guard, Doobie was a viscous murderer housed in the prison in Windknight's Lot before being converted into one of his master's strongest servants. Doobie does not have the Flesh Detection feature, but gains the following action:

Face Snakes (1 Spirit Point). One creature within 30 feet must attempt a DC 10 Dexterity or con saving throw. On a failure, they are poisoned for 1 minute or until they take any radiant damage. They may retry this saving throw at the end of each of their turns, ending this effect early on a success.

Variant: Lion King Winzaleo

One of only five knights to have survived the Trial of 77 Rings, Winzaleo was a prideful warrior and a giant. After being resurrected as one of Dio Brando's zombies, his strength only grew, as did his hatred. Winzaleo does not have the Flesh Detection feature, but gains the following features and actions:

Plate Armor. Winzaleo has a damage threshold of 15, an AC of 12, a +3 bonus to Strength saving throws instead of +8, a -1 penalty to Dexterity saving throws and Stealth checks instead of +2, and has disadvantage on Stealth checks.

Armored Titan. While Winzaleo has at least 1 spirit point, his size increases by 1 category to a minimum of Large, and he gains a +2 bonus to his AC and damage threshold (14 total).

Multiattack. Winzaleo makes two Battleaxe or Zombie Claws attacks.

Battleaxe. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage while being wielded in one hand, 16 (2d10 + 5) slashing damage while being wielded in two hands. This action can only be done while Winzaleo is Large.

Variant: Lightning Knight Eijkman

One of only five knights to have survived the Trial of 77 Rings, Eijkman was a prideful warrior with the ability to channel lightning through his weapon; a feat only he could perform. After being resurrected as one of Dio Brando's zombies, his strength only grew, as did his hatred. Eijkman does not have the Flesh Detection feature, but gains the following actions:

Multiattack. Eijkman makes two Halberd or Zombie Claws attacks.

Halberd. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) slashing damage.

Lightning Knight (1 Spirit Point). Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) lightning damage and the target must attempt a DC 10 Constitution saving throw. On a failure, they are paralyzed until the end of their next turn. On a success, they are stunned until the end of their next turn. Creatures that are resistant to lightning damage have advantage on this saving throw.

Variant: One-Eyed Caineghis

One of only five knights to have survived the Trial of 77 Rings, though as his name implies he lost an eye in doing so, Caineghis was a prideful warrior with poison flowing through his veins. After being resurrected as one of Dio Brando's zombies, his strength only grew, as did his hatred. Caineghis does not have the Flesh Detection feature, but gains the following feature and action:

Poisonous Blood. When a creature would regain hit points from dealing damage to Caineghis, such as from Blood Drain, they instead take 3 additional poison damage as they absorb the poison that acts as his blood.

Multiattack. Caineghis makes two Scimitar or Zombie Claws attacks.

Scimitar. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage.

One-Eyed Strike (1 Spirit Point). Caineghis spreads some of this poison on a weapon he is wielding, causing it to deal 3 additional poison damage on a hit for 1 minute. Caineghis may use this as a bonus action for 1 additional spirit point.


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